Play a scored run and this fills in.
Asked once, at your first sign-in. Nothing is deleted either way, whatever this browser has, it keeps.
Five lineups, drawn at random from this map, one at a time. Each one plays for you first: where he stands, what he aims at, where it lands. Watch it as many times as you need, then I'M READY hands you the grenade, three tries, land it in the orange ring. Then the next one.
A set, thrown in this order, on one clock, one at a time. Each one plays for you, you watch it as long as you like, then it is your throw. The same lineups come up every run, so this is where a streak gets to three in a row and they turn to MASTERED.
Walked one throw at a time with every marker on and no clock. Land one and it moves itself along.
Whole sets, thrown from one spot, on a clock.
Real CS2 maps and the real grenade physics, all of it from right here. Nothing to install and no game needed. Everything below is free and everything you do is saved on this device.
XP is a price list, not a formula, every line below is a thing you did, times what it is worth, and you can add it up yourself and check it against your own profile.
Every price is paid once. Throwing a lineup you have already mastered is still worth doing, but it is not worth XP: the number measures what you have learned, so no amount of repeating one smoke moves it.
The ring around your face on the profile carries your level's colour, and it brightens as you climb:
A map is worth more than the lineups on it, which is deliberate: Mirage alone holds 176 lineups, so a level could otherwise be run up without ever loading a second map. Spreading out always pays more than digging in one place, and nothing is ever locked, it is just worth more.
Nothing here can go down. It is a record of what you have thrown, not a measure of whether you turned up this week, and it is measured against the maps rather than against other players.
Every lineup on nine real CS2 maps, thrown on the game's own constants and scored where it lands, in the browser you are reading this in.
Aim crosshair on the left edge of the window
Throw W, crouch and jumpthrow, full strength
MirageWindow from T spawn Try this lineup
Aim crosshair on the small window of the building ahead
Throw jumpthrow, full strength, from standing
Dust2Xbox from T spawn Try this lineup
Aim crosshair left of the blue doors, under the canopy
Throw tap W, then jumpthrow, full strength
NukeOutside main from T spawn Try this lineup
Aim crosshair on the edge of the far building, left of the lamp
Throw tap W, then jumpthrow, full strength
InfernoLibrary from T spawn Try this lineupA throw is scored where the grenade comes to rest, against where the real lineup comes to rest. A miss names the rule it broke, so the next throw changes something instead of just trying again.
Read a match and it plays the rounds back on the radar, with the coaching on top: what you did, how sure we are that it mattered, and one thing to do about it. The demo is read in your browser and never uploaded.
The example opens for anybody. Reading your own match needs a Steam sign in and the demo file from CS2 or FACEIT, three a month while this is in beta.
The same five for everyone, new every day. Each one plays for you first, as often as you want; then you get the grenade and three tries, with no aim dot.
Pick one and you are standing in it. Mirage and Dust2 have been checked throw by throw against pro demos; the others are fully playable and next in line.
The ones actually asked. Anything that is not here gets answered in the Discord, usually the same day.
Ask in the DiscordNo. Pick a map and practice in this tab. You can start without an account; sign in with Steam when you want to sync your progress.
Yes. Browse on your phone, then rotate to landscape when you enter a map. Touch controls handle movement, aiming and throws.
Three separate things. The constants are Valve's own: sv_gravity, the 64-tick step, 245 units of run speed holding a grenade, and the throw speed CS2 itself derives. The flight was checked against a set of real demos: 87% of throws land within 50 units of where the demo put them, and nine in ten within 78. The map collision is exported geometry and varies by map: Mirage and Dust 2 are the most thoroughly checked. Bouncing off surfaces is where it is closest to an approximation.
Yes, and you should, the point is that what you learn here carries back. Paste your CS2 share code, or the cl_crosshair lines from the console, and the crosshair is yours. Sensitivity takes the same number as the game and is converted the way the game converts it, with raw input and no acceleration.
Because this runs in a browser tab, and a tab has a budget the game does not. The geometry is CS2's own, and the textures came with it, nothing is a stand-in, but the lighting is computed here rather than baked over hours the way the game bakes it, so a room can read warmer or flatter than you remember. What is not traded away is the part that matters: the collision, the physics and the distances are the map's, so a lineup that lands here lands there, and every one of them is on it.
People do. Every lineup is recorded from a throw that landed, and a small group re-throws them map by map. If one is wrong, say so in the Discord. It usually gets fixed the same week, and the fix reaches you without a reload.
Tap a map to draw it out, tap it again to play it.






Maps marked ✓ verified have had their physics checked against pro demos and their spawns walked. The others are fully playable and next in line.
Kept in this browser and used on every map. Nothing here needs a map loaded, so it can all be set now, paste a crosshair, move the keys, and the first round is played with your own hands.
The map view and the spawn picker come back when this run is over, RESTART RUN or finish it.
setpos …